tag:blogger.com,1999:blog-46116482599434773042024-03-14T00:05:33.167+08:00vfxFusion - Effects and Characters Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.comBlogger26125tag:blogger.com,1999:blog-4611648259943477304.post-75100134501428649382016-11-20T17:12:00.000+08:002016-11-28T15:39:35.029+08:00White water shader (Houdini)<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiawuifGC06aA6-yuW1mjWxqBc98jChEiudbbjbYBqTchfIZ1vTn1hGO2sMNqrqJ4benykyDcTBKDsrOVlPtlmVfNhI_VDKx3ECOPDkSJKax0ik3B4oodtAy0qWtmT0vTZoOf2nwP_6JaiQ/s1600/Screen+Shot+2016-11-20+at+4.05.43+pm.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="146" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiawuifGC06aA6-yuW1mjWxqBc98jChEiudbbjbYBqTchfIZ1vTn1hGO2sMNqrqJ4benykyDcTBKDsrOVlPtlmVfNhI_VDKx3ECOPDkSJKax0ik3B4oodtAy0qWtmT0vTZoOf2nwP_6JaiQ/s640/Screen+Shot+2016-11-20+at+4.05.43+pm.png" width="640" /><iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/192310683" webkitallowfullscreen="" width="640"></iframe></a></div>
<span style="text-align: center;">There is a lot of discussion online about shading fluids therefore I used water simulation from "The legend of Tarzan" as inspiration. I used Houdini`s flip particles velocity data to drive Mantra`s default shader color attribute. Also this approach is based on new Houdini 15 flip workflow. This is raw 12 fps render without foam (I`ll add foam, spray and bubbles as separated pass later)</span><br />
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Amount of white water and intensity is controllable therefore it is possible to have more or less shading at any point of time. Here is shaded flipbook:<br />
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and here are white water velocity particles pass:<br />
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<iframe allowfullscreen="" frameborder="0" height="710" mozallowfullscreen="" src="https://player.vimeo.com/video/192310748" webkitallowfullscreen="" width="640"></iframe>
Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.comtag:blogger.com,1999:blog-4611648259943477304.post-32993392561712889972016-10-28T15:22:00.000+08:002018-11-06T23:09:42.538+08:00Fur (Maya) pipeline - XGen and nCloth for stylised characters <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhutFtgU78J-BoC2subw_HXH6UVZPS1y7Ss3BxTI_W-vgmO4EzEfLzEmSQO7jE6ge9ooQ2t55_NW44MyVrX5ycLNWhhSjTRz4GXVg9nAZks8oLrG1rzLib2zY-gP95PJGvKDv23MsjzJyWZ/s1600/Mayor_Lionheart_Borko+Character.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="540" data-original-width="1207" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhutFtgU78J-BoC2subw_HXH6UVZPS1y7Ss3BxTI_W-vgmO4EzEfLzEmSQO7jE6ge9ooQ2t55_NW44MyVrX5ycLNWhhSjTRz4GXVg9nAZks8oLrG1rzLib2zY-gP95PJGvKDv23MsjzJyWZ/s640/Mayor_Lionheart_Borko+Character.jpg" width="640" /></a></div>
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Based on Zootopia`s fur pipeline using Maya and XGen I created similar looking character as<br />
mascot for StrITwise® Amazing Race event. It was combination of guided curves for long hair (Lion`s mane) and groomable splines for short fur totalling to around 2,5 million hairs. Long hair is <br />
<a name='more'></a>clumped using clump and noise XGen deformers. Everything, including Lion clothes is render with Arnold in Maya. Here are some close up`s on short fur as well:<br />
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Character was dressed was using Maya`s nCloth and Marvellous designer and ZBrush Here is Arnold render:<br />
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<br />Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com0tag:blogger.com,1999:blog-4611648259943477304.post-32929832968186221642015-03-01T19:44:00.001+08:002015-03-02T17:14:31.571+08:00Creature lighting and rendering<div class="separator" style="clear: both; text-align: center;">
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Trying to match feature film cgi creature work quality. This 3D render title is "Arrival". (<span style="color: yellow;">Click on image for full size view</span>) I used Maya and ZBrush and here are some 3D renders I used as reference (trolls, goblins, giants etc):<br />
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<span style="font-size: x-small;">(Dobby character from "Harry Potter" franchise) - (<span style="color: yellow;">Click on image for full size view</span>)</span></div>
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<span style="font-size: x-small;">(Trolls characters from "The Hobbit") </span><span style="font-size: x-small;">- </span><span style="font-size: x-small;">(</span><span style="color: yellow;">Click on image for full size view</span><span style="font-size: x-small;">)</span></div>
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<span style="font-size: x-small;">(Trolls characters from "Jack the Giant Slayer") </span><span style="font-size: x-small;"> - </span><span style="font-size: x-small;">(</span><span style="color: yellow;">Click on image for full size view</span><span style="font-size: x-small;">)</span></div>
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Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com0tag:blogger.com,1999:blog-4611648259943477304.post-71342425926308270192015-02-04T17:56:00.000+08:002016-11-28T15:32:46.281+08:00Renderman RIS skin shading<div class="separator" style="clear: both; text-align: center;">
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<span style="font-weight: normal;">Pixar<span style="font-size: x-small;"> </span>Renderman<span style="font-size: x-small;"> for Maya (</span>RIS<span style="font-size: x-small;">) skin shading process - Full </span>composited<span style="font-size: x-small;"> render, Specular, SSS and diffuse pass.</span></span></h3>
<span style="text-align: center;">This is skin shader development for my characters. Specular, SSS and diffuse pass for composting. Here is Nuke comp screen </span><span style="text-align: center;">grab used to plus above mentioned </span><span style="text-align: center;">passes</span><br />
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into final render with <span style="font-size: x-small;">ability to tweak specular, sss and diffuse contribution.</span></div>
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Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com0tag:blogger.com,1999:blog-4611648259943477304.post-8914884907742427862014-07-17T12:16:00.000+08:002016-11-28T15:40:34.163+08:00Forest Troll - Digital Creatures / Fantasy characters (ZBrush / Maya)<div class="separator" style="clear: both; text-align: center;">
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Yep, beside effects animation, I`m also 3D modeller / digital sculptor. From now on, beside effects, lighting and shading, I`ll publish some of my 3D models as a lot of my colleagues and students suggested…<br />
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Just a bit about character … it`s a troll looking creature who sells rare, magical and very expensive flowers to other forest creatures and humans. Also he is the only one who is able to find them… (lame description, I know :))<br />
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My wife modelled base mesh in Maya and I did sculpting and texturing in ZBrush. I used fibermesh curves as guide for maya nHair since I need hair to interact with a character while he is moving. Here is upper body render:<br />
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High poly digital sculpt:<br />
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and some low poly meshes as well:<br />
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As for effects, hair is done using fibermesh curves as a guide for maya nHair and here is initial test:<br />
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and here is final hair shape fully supported by nHair dynamics:<br />
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<br />Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com0tag:blogger.com,1999:blog-4611648259943477304.post-31529195709190559922014-02-25T22:57:00.000+08:002016-11-28T15:38:45.242+08:00HDM1.1 Tool - Tron "Derezzed" looking procedural RBD activation and shattering (Houdini)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhczyZy-TV9bR4w1pBzml1u8NolTCM_DHjkms3RWWqQQ9wa7GpUYKxmMXoiXwRfwM1NNIUGPFVZg4hO-Ccg7gfEdHcFgoKf3_kvVKvPvqXFotSZAtBUsJhwSVEBwPElqtS41FECUySviyR3/s1600/forblog1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhczyZy-TV9bR4w1pBzml1u8NolTCM_DHjkms3RWWqQQ9wa7GpUYKxmMXoiXwRfwM1NNIUGPFVZg4hO-Ccg7gfEdHcFgoKf3_kvVKvPvqXFotSZAtBUsJhwSVEBwPElqtS41FECUySviyR3/s1600/forblog1.jpg" width="640" /></a></div>
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<span style="color: yellow;"><span class="Apple-style-span" style="font-size: xx-small;">A "Tron: Legacy" character getting "derezzed" </span><span style="font-family: "helvetica" , "arial" , sans-serif; font-size: xx-small; text-align: center;">Credit: Disney, Source:cnet.com </span><span style="font-family: "helvetica" , "arial" , sans-serif; font-size: xx-small; text-align: center;">HDM 1.1 Tool</span></span></div>
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<span style="font-family: "helvetica" , "arial" , sans-serif;">Inspired with research for "Tron Legacy" done in Digital Domain and </span><span style="font-family: "helvetica" , "arial" , sans-serif;">Dreamworks Animation I recreated same effect using my HDM Tool for procedural activation / propagation of hundred of thousands 3D pixel looking rigid bodies. Here are some of close up renders:</span></div>
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<span style="font-family: "arial" , "tahoma" , "helvetica" , "freesans" , sans-serif;"><span style="line-height: 16px;">So, effect itself is broken into two mayor parts: "3D pixels" and their procedural activation. 3D pixels are generated from </span></span><br />
<span style="font-family: "arial" , "tahoma" , "helvetica" , "freesans" , sans-serif;"><span style="line-height: 16px;">object volume, similar techniques as I used in one of my previous posts </span></span><a href="http://www.vfxfusion.blogspot.sg/2011/12/tronlegacydigitizer.html" style="font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; line-height: 16px;" target="_blank">Tron:Legacy.:..::..digitizer..:..::. ;-]</a><span style="font-family: "arial" , "tahoma" , "helvetica" , "freesans" , sans-serif;"><span style="line-height: 16px;"> in 3DS Max but this time same techniques is applied in Houdini. For procedural activation I used my HDM Tool also shown in previous </span></span><br />
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3D Pixels will spread through geometry "pixelating" everything. Here are some close up renders showing propagation<br />
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<b>...and final animation as well:</b></div>
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Hope you like it and sorry for poor modeling :)</div>
Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com2tag:blogger.com,1999:blog-4611648259943477304.post-71120460417048089312014-02-13T22:24:00.003+08:002014-02-13T22:24:49.875+08:00HDM1.1 Tool - Houdini Demolition master (Procedural fracturing and activation)<div class="separator" style="clear: both; text-align: center;">
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HDM1.1 tool is quick destruction system I`m currently developing which gives you control over fragmentation (shattering) and over RBD activation. In other words, it`s possible to direct and control destruction using custom geometry shapes and standard forces. Also it`s possible to emit particles, additional debris and smoke as well. Support for those secondary elements will be added in upcoming releases. System also allows you to split your geometry into two peaces in case you don't need small fragments to cover whole object. Splitting geometry like that makes RBD calculation faster. As mentioned already it`s possible to use any kind of shape as fracturing guide and any kind of geometry to guide <br />
<a name='more'></a>procedural activation including animated geometry as well. It`s also possible to have fracturing on top of existing fracturing or layered fracturing using geometry as an guide. That gives you ability to place more smaller fragments in places where needed. Video below explains whole process<br />
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Here is examples of using custom shape (geometry) to shatter object</div>
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And example when using custom shapes to activate only specific, selected fragments</div>
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In case you think this could fit in your pipeline, email me and we`ll do some testing</div>
<br />Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com3tag:blogger.com,1999:blog-4611648259943477304.post-53129310740586837292013-12-28T19:04:00.001+08:002013-12-28T22:41:36.032+08:00BFH Tool - custom feathers / hair tool v0.8 (beta) <div style="text-align: center;">
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<img border="0" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMCqF7-voYme0vFjx9SC2bi7_eIBDZ3PkqHwEJTTzhJmnok6_VEoH-B5Bdws1MIWsD5aAL6400BTlxW1hEPMzmcewVB9B0X_8PeyInP2fsIeJnh9-r-Gb0bNfqamSnHvpio2xlwbpyeBEi/s640/h370F0D1B.jpg" width="640" /></div>
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<span style="font-size: x-small;">image credits: Disney / Pixar "UP" and "Birds"</span></div>
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Inspired by Pixar (Disney) birds from various movies such as "UP" (Kevin the bird) and "Birds" I wanted to create similar feather / hairs tool. On the other hand there are only few commercial tools </div>
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available at this moment. Tool is still in beta phase. I used Houdini`s procedural approach to create, style and groom feathers. Next step is to add some dynamics which will react on a character movement.</div>
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Feather grooming and styling is divided in few stages. First is painting or populating areas with feathers. It is possible to paint areas with different type of feathers. For example, Kevin`s has fine, almost like hair thin feathers around neck area but on the other side much bigger feathers around other </div>
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parts of his body. In that case it`s possible to paint two, three or more different groups of feathers with different properties. </div>
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Next stage, beside grooming is controlling the length, angle and size using guide curves</div>
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After grooming, dynamics and rendering will follow. At this stage I`m working on dynamics and rendering. Here are some test renders and video showcasing current stage of my BFH Tool.</div>
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Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com0tag:blogger.com,1999:blog-4611648259943477304.post-29089699603185551812013-04-28T17:07:00.001+08:002013-12-26T15:43:41.426+08:00Snow White and the Huntsman - Dark Fairies Scene<div class="separator" style="clear: both; text-align: center;">
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<a href="http://www.vfxfusion.blogspot.sg/2013/04/snow-white-and-huntsman-dark-fairies.html"><img border="0" height="356" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGPdFLS8uT0mFFW55QMjDR8za4F8xSP2rdeoTxPzAR9-2vyP2AFD6fa0ldKBTuX9lzdKgbFUVoHnFDjE5IjrJjXdKlYsDiqP4JtjUd-PT_KXUCLH7ANx3fD4hhxp8kuGC7y0rhWJM8QyD3/s640/scn3_copy.jpg" width="640" /></a></div>
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<span style="color: #666666; font-size: x-small;">Credits: "Universal Pictures"</span></div>
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Dark Fairies scene was done by Double Negative using thousands of rigid bodies and instancing in Houdini. I`m personally using Houdini and Max equally, depending on deadline but in this case I was short with time so I decided to go with Max. Same techniques works well in Houdini as well, but, by my personal opinion, it`s just faster and easier to control all events, rules and rbd grouping in max with TP4. So, I had few groups of rigid bodies controlled by some events and by some rules. First event was: `if impact force is strong enough shards will break a part and will move into new group called fractured <br />
<a name='more'></a>grp.` (blue coloured frags.) </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEt8oM2KYMgD-nqfmepQZf_soEVOMhJkIWP5atAdDybHBv6hlgtxIIXrH2ewjZd_Ehk5oSBlRipmcD_dXxkVzxSR4nVhfDoC1lwPnjkDUnia3XT5vdrll-S0im6oRP0rUK4_tl0Q3CFxgC/s1600/pileparticles.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="356" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEt8oM2KYMgD-nqfmepQZf_soEVOMhJkIWP5atAdDybHBv6hlgtxIIXrH2ewjZd_Ehk5oSBlRipmcD_dXxkVzxSR4nVhfDoC1lwPnjkDUnia3XT5vdrll-S0im6oRP0rUK4_tl0Q3CFxgC/s640/pileparticles.png" width="640" /></a></div>
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Meaning, all shards from `pile group` (red frags.) will be divided into two groups if collision is strong enough - `pile grp.` and `fractured grp.`. I also had rule which will send only `fractured grp.`(blue shards) fragments into new event. New event was called `goal` and his job was to form Dark Fairy shape. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKySztmfqNQJ9XtmFqUbPFteiw84agPfSKswCZ8AsPubCxEbDYo9ipR3KSnMSKglUqcEV7UyznQkMqs55AuC-Tx28F9r8hCSr3s5FYepbYyK89HRlS_0TBN1QvRAX1QQ7cmCJLi0klvbT3/s1600/goal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="356" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKySztmfqNQJ9XtmFqUbPFteiw84agPfSKswCZ8AsPubCxEbDYo9ipR3KSnMSKglUqcEV7UyznQkMqs55AuC-Tx28F9r8hCSr3s5FYepbYyK89HRlS_0TBN1QvRAX1QQ7cmCJLi0klvbT3/s640/goal.png" width="640" /></a></div>
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At the end I had few other events/rules controlling how much and when rbd`s will glue together while forming target shape and I also had custom goal null object which will drag rbd`s around. My plan is to work on rest of Dark Fairies full forming scenes once I get some time off. They are much easier then this procedural forming. I also noticed that original effect uses backward cached simulation in few shots. Thanks for watching !</div>
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<iframe allowfullscreen="" frameborder="0" height="366" mozallowfullscreen="" src="http://player.vimeo.com/video/64875389?color=ff9933&loop=1" webkitallowfullscreen="" width="650"></iframe><br />
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(<a href="https://vimeo.com/64875389">better quality video</a>)</div>
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<span style="color: yellow; font-size: x-small;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, <a href="http://www.vfxfusion.blogspot.sg/p/contact.html">contact me</a> personally.</span></div>
Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com1tag:blogger.com,1999:blog-4611648259943477304.post-5542634310952848442013-04-15T11:32:00.000+08:002016-11-28T15:28:12.551+08:00Character likeness exercise <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsYPPYBW9anT03mdlwTpHvI4nmnWrUi7yN-jy_qdLZEx61lt8Hi2QWyklNdGrV_t2mrnlkdrKD2O237e8Hiy4kd4oPyKvXCz-voJwTrfa-ZISOzOyFQ9R1xBvbI_P-JE8jL81q9OXFttwu/s1600/head.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsYPPYBW9anT03mdlwTpHvI4nmnWrUi7yN-jy_qdLZEx61lt8Hi2QWyklNdGrV_t2mrnlkdrKD2O237e8Hiy4kd4oPyKvXCz-voJwTrfa-ZISOzOyFQ9R1xBvbI_P-JE8jL81q9OXFttwu/s640/head.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV05B8Cbb2GOR4GyTZL7HK4JZffoi5cWzCmVYvUtI8TMFPEDKfmTXss0jlmdx5eQnwPnRE3Cdm1x2mLLIu2Hkh2a3CjIQPgZPYxXBkxnP44ISTbdMQ8TALIsd-9QBX9Mer11tgDZfd0vKB/s1600/04.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="364" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV05B8Cbb2GOR4GyTZL7HK4JZffoi5cWzCmVYvUtI8TMFPEDKfmTXss0jlmdx5eQnwPnRE3Cdm1x2mLLIu2Hkh2a3CjIQPgZPYxXBkxnP44ISTbdMQ8TALIsd-9QBX9Mer11tgDZfd0vKB/s640/04.jpeg" width="640" /></a></div>
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Character likeness exercise using just two images. Base poly mesh - Maya. Also here is hand painted diffuse texture and comparison with original image:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhwcxR-r41OtOeOhPKkyWvOEL9L4pzOhpWnuRJ8__VXjQHeWxlPmCrQi-lYRam0GycV7UAw091YmxWh4RD_wu_2ihKMz7Ua7cY3LPBCbn8Y_tX5OcaGF0_hqDQKFv5kgXUZIUl77CMXcCm/s1600/05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhwcxR-r41OtOeOhPKkyWvOEL9L4pzOhpWnuRJ8__VXjQHeWxlPmCrQi-lYRam0GycV7UAw091YmxWh4RD_wu_2ihKMz7Ua7cY3LPBCbn8Y_tX5OcaGF0_hqDQKFv5kgXUZIUl77CMXcCm/s640/05.jpg" width="516" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGeNS_sZFycg_AiVuenXU6MmmISMZkASbiWel05Rqsv-J1xthpyNYuLA8QyhiEdHpe86lP_l4G5fxre0emT1ruGiZfbqlgK6cwe6anpzbiXhZ3x88_tLJp7DzUigyK1pgpqPBYWMM1NnQh/s1600/male+head_front.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGeNS_sZFycg_AiVuenXU6MmmISMZkASbiWel05Rqsv-J1xthpyNYuLA8QyhiEdHpe86lP_l4G5fxre0emT1ruGiZfbqlgK6cwe6anpzbiXhZ3x88_tLJp7DzUigyK1pgpqPBYWMM1NnQh/s640/male+head_front.jpg" width="444" /></a></div>
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<span style="font-size: x-small;">image source: https://www.pinterest.com/pin/538672805406758988/</span><br />
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Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com0tag:blogger.com,1999:blog-4611648259943477304.post-24592454957368874482012-09-28T16:55:00.002+08:002024-01-25T00:29:22.289+08:00CGI Water pipeline<div class="separator" style="clear: both; text-align: center;">
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<a href="http://www.vfxfusion.blogspot.sg/2012/09/water-fluid-sim-mid-scale.html"><img border="0" height="370" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdA-Qaup197nBfsTdrjygOJSeHU8Qh2GR9z0qDQHCCUV309H0g9dNQi6EdRtEKGV_bxVxh75aHlc41o23snuXx19Tn93Px7C_Sy-g03g29nBsnxC3RkFDZXet6ve6PLcm-bEsOYZfD-FU1/s640/Screen+Shot+2013-06-25+at+4.29.12+PM.png" width="640" /></a></div>
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RnD on CGI water pipeline, comparing Naiad, Realflow and Houdini`s new Flip solver. Pretty decent</div>
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results for 5 million particles. bgeo cache size is around 45GB. Flip solver stores, beside others, velocity <br />
attribute for isolating white water and spray particles.<br />
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<b>River sim.: </b></div>
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Mesh is between 0-15M points, here is shaded, non rendered, main body of water simulation:</div>
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<iframe allowfullscreen="allowfullscreen" frameborder="0" height="366" mozallowfullscreen="mozallowfullscreen" src="http://player.vimeo.com/video/50268437?color=ff9933&loop=1" webkitallowfullscreen="webkitallowfullscreen" width="650"></iframe><br />
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<b>Splash sim.:</b></div>
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Using same method, only this time point is on splash and foam (white water) particles</div>
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<iframe allowfullscreen="allowfullscreen" frameborder="0" height="367" mozallowfullscreen="mozallowfullscreen" src="http://player.vimeo.com/video/50671600?color=ff9933&loop=1" webkitallowfullscreen="webkitallowfullscreen" width="650"></iframe><br />
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<b>Sea water:</b></div>
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R&D continues, this time on shading and rendering. Mantra PBR render. White water and foam are isolated, rendered and composed as separate elements:</div>
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<iframe allowfullscreen="" frameborder="0" height="366" mozallowfullscreen="" src="http://player.vimeo.com/video/69410893?color=ff9933&loop=1" webkitallowfullscreen="" width="650"></iframe><br />
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(<a href="https://vimeo.com/69410893">better quality video</a>)</div>
Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com4tag:blogger.com,1999:blog-4611648259943477304.post-86054105982081705092012-05-20T13:52:00.000+08:002013-06-24T00:06:27.637+08:00The Day the Earth Stood Still - Effects reconstruction<div class="separator" style="clear: both; text-align: center;">
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<a href="http://vfxfusion.blogspot.sg/2012/05/day-earth-stood-still-effects.html"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkCKOOnTzgR3SQUf9_oG4EPIFi0WfgLBAp8CKY7sRF3RTYO2Pd4WjtkpZR2yF17bPCoyrqWsQV4QnxJ_nytYW1WoQvBMJU1qH-N1Vn6DMKnIX_Lr3-zdkRnI49cFEMuqrslzbmwi2_M1Lk/s640/Screen+Shot+2013-06-24+at+12.01.03+AM.png" width="620" /></a></div>
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<span class="Apple-style-span" style="font-family: inherit;">"Eating" effect used in "The Day the Earth Stood Still" movie showing swarm of little robots <span class="Apple-style-span" style="-webkit-text-size-adjust: none; line-height: 20px;">“Aphids” eating whatever they touch produced in Weta Digital (source: pierre-grage.com). Originally Maya with loads of coding was used to achieve this kind of effect. In my case I used Houdini and </span></span></div>
<a name='more'></a><span class="Apple-style-span" style="font-family: inherit;"><span class="Apple-style-span" style="-webkit-text-size-adjust: none; line-height: 20px;">whole effect is fully procedural, meaning, it`s possible to replace road sign with truck, house, stadium etc. It uses volume of object therefore it`s possible to eat from inside or from surface of geometry. I will continue developing more, this is core, and I`ll publish more tests soon. Hope you like idea.</span></span><br />
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<iframe allowfullscreen="" frameborder="0" height="682" mozallowfullscreen="" src="http://player.vimeo.com/video/42409238?color=ff9933&loop=1" webkitallowfullscreen="" width="660"></iframe><br />
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<span style="color: yellow; font-size: x-small; text-align: center;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, </span><a href="http://www.vfxfusion.blogspot.sg/p/contact.html" style="font-size: small; text-align: center;">contact me</a><span style="color: yellow; font-size: x-small; text-align: center;"> personally.</span></div>
Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com9tag:blogger.com,1999:blog-4611648259943477304.post-70316308280159869992012-04-25T22:08:00.000+08:002013-04-28T17:34:55.005+08:00The Sorcerer's Apprentice - Tesla coils<div class="separator" style="clear: both; text-align: center;">
<a href="http://vfxfusion.blogspot.sg/2012/04/sorcerers-apprentice-tesla-coils.html"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqp2NytOhMPIIBqyS5W0D2tQARKarfpIgJ-m47v0iuif593YHLcgw48uMrBz7O3aYKskvpSyGn1f79g2r2Ei10yKeK7oPTJg6p0vUG5jNoIGBoxG1ez9ZTFZEj4U3WpBnvSzbQpzU4R42H/s640/dneg_tesla2+copy.jpg" width="640" /></a></div>
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<span class="Apple-style-span" style="font-size: x-small;">(credits: Walt Disney pictures)</span></div>
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I developed Houdini tool which creates set of electrical arcs between geometry. Tool (Digital asset) is also able to create same effect between particles as well! (see end of video). Tool has 2 main </div>
<a name='more'></a>components: Source and Target. Source and Target might be literally anything, tool will do the rest. Beside Source and Target user is able to control smoothness, divisions, color and number of el. arcs per second.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKhW_IIj1DfWsliVQhxTiLxXXasr-tChzIyglcsBy0X7A6yHVpPdIvimn75aWnhTR27hObwcGv3w2-6VoTvNdpusAcik9mIjLb_elMAV2w7UJoJuwk2CGlgwjls-qYrOQdTYy6r1RbXjrq/s1600/Screen+shot+2012-04-25+at+PM+09.21.38.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKhW_IIj1DfWsliVQhxTiLxXXasr-tChzIyglcsBy0X7A6yHVpPdIvimn75aWnhTR27hObwcGv3w2-6VoTvNdpusAcik9mIjLb_elMAV2w7UJoJuwk2CGlgwjls-qYrOQdTYy6r1RbXjrq/s640/Screen+shot+2012-04-25+at+PM+09.21.38.png" width="640" /></a></div>
Double Negative developed awesome, simmilar (more complex, of course :) tool for The Sorcerer's Apprentice Tesla coils scene also in Houdini (source:fxguide.com). Video explains basic workflow. Tool is free! Whoever is interested just let me know. Hope you like it. If you watch in full screen turn SCALING ON at top right corner)<br />
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<iframe allowfullscreen="" frameborder="0" height="413" mozallowfullscreen="" src="http://player.vimeo.com/video/41019579?color=ff0179&loop=1" webkitallowfullscreen="" width="660"></iframe><br />
<span style="color: yellow; font-size: x-small; text-align: center;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, </span><a href="http://www.vfxfusion.blogspot.sg/p/contact.html" style="font-size: small; text-align: center;">contact me</a><span style="color: yellow; font-size: x-small; text-align: center;"> personally.</span>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com4tag:blogger.com,1999:blog-4611648259943477304.post-82274077773832917282012-03-05T18:30:00.000+08:002014-05-05T10:44:19.720+08:00Master Classes - Maya Effects AnimationOn your request, first set of classes covering Effects Animation in Maya. Course also introduces procedural effects approach trough Houdini and 3DS Max, commonly used in films for effects work.<br />
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<a href="http://vfxfusion.blogspot.com/2012/03/master-classes-maya-effects-animation.html"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjexpNbrbjGHL3t5KsbG_-Z9P7_fSL_wnNRwwOFEe3xgYyEjgif7ItZRiQAcGYEaE53gaDOTevLbk9_P0q8VwEWcJZlEqGwYWqRqNNcl6YE7ltctPdQPCEqP-jRaXyhb0hPiAo6j_JiPZY/s640/ss2.jpg" height="352" uda="true" width="640" /></a></div>
<b>Detailed lessons and timing plans are out. Please check <a href="http://vfxfusion.blogspot.com/p/master-classes.html" target="_blank">Master Classes / Events page</a></b> . In short, course will cover Maya effects Animation including: Particles types and emitters, Forces, Fluids (Dynamic containers - smoke <br />
<a name='more'></a>and fire, also static containers - Clouds), Rigid body dynamics (maya default plus new, production proven RBD solver as well), nCloth, Particle collision events, instancing (controling random scale and rotation), RBD and nCloth constraining. At the end course will introduce procedural effects approach trough Houdini and 3DS Max, commonly used in films for effects work. It`s live, in class workshop. And here is a trailer, pump up the volume and stay tuned for more information! <br />
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<iframe allowfullscreen="" frameborder="0" height="371" mozallowfullscreen="" src="http://player.vimeo.com/video/37929455?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="660"></iframe>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com13tag:blogger.com,1999:blog-4611648259943477304.post-91598361676873761732012-01-30T15:51:00.000+08:002013-06-23T22:56:49.529+08:00Cloverfield VFX<br />
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<a href="http://vfxfusion.blogspot.com/2012/01/cloverfield-vfx.html"><img border="0" height="264" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYK467wnfmlZQPMVKgESe_TsRZiyjg_SIRR4SXMDMOw8pYduIgb4mAs0AuF2SPg7M4Bz21JJYhjkxJdPlmV6sU03EQzYwcbx0Or_l_qhKOI5PwsJOmpkT7fmRHZENu05GtXGu2xUZbg_7O/s640/cloverfield3.jpg" width="640" /></a></div>
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<span style="color: white; font-size: x-small;">Credits: Paramount Pictures</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtzCSxEIEB8QkRGVcoZR8dYDgIPhyphenhyphenxtAqBQZV1pS7g-xdGE_3X52wVuGd9ofaqABGwz-qnbh-WtpDHu6RKWfpnPtgAZxtFYFzGI6PrUJD0bR5W83uuAXSda4Sbf8YmwRPjy7a7X_lXCl92/s1600/Screen+Shot+2013-06-23+at+10.46.18+PM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtzCSxEIEB8QkRGVcoZR8dYDgIPhyphenhyphenxtAqBQZV1pS7g-xdGE_3X52wVuGd9ofaqABGwz-qnbh-WtpDHu6RKWfpnPtgAZxtFYFzGI6PrUJD0bR5W83uuAXSda4Sbf8YmwRPjy7a7X_lXCl92/s640/Screen+Shot+2013-06-23+at+10.46.18+PM.png" width="640" /></a></div>
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Cloverfield, New York, Statue of Liberty scene, one of my favorite VFX scene. I tried to reconstruct scene when big Statue of Liberty head hits the street.<br />
<a name='more'></a>Original scene look really cool but I wanted to see how it would look with more debris and more of impact in general. Maya for modeling, TP for dynamics, debris, particles etc. I did 2 versions, with more and with less impact. This is non-rendered version. Here is first:<br />
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<iframe allowfullscreen="" frameborder="0" height="368" mozallowfullscreen="" src="http://player.vimeo.com/video/35865463?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe><br />
And v2, less impact, bigger debris<br />
<iframe allowfullscreen="" frameborder="0" height="475" mozallowfullscreen="" src="http://player.vimeo.com/video/35866684?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe><br />
All sims are procedurally driven, meaning that impact point particles are triggering voronoi shattering. Debris are inheriting velocity from impact point as well.<br />
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<span style="color: yellow; font-size: x-small; text-align: center;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, </span><a href="http://www.vfxfusion.blogspot.sg/p/contact.html" style="font-size: small; text-align: center;">contact me</a><span style="color: yellow; font-size: x-small; text-align: center;"> personally.</span>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com1tag:blogger.com,1999:blog-4611648259943477304.post-87271428064736480392012-01-30T14:32:00.000+08:002012-04-26T10:28:30.643+08:00Car Transformer<div class="separator" style="clear: both; text-align: center;">
<a href="http://vfxfusion.blogspot.com/2012/01/car-transformer.html"><img border="0" height="468" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTD93h-D05YNXuBHqsBzTzH4DJ5jq_xvVeB-Dog_mjdEJy7Oj8bXmTSWpU2QqOrRmK5S07T_7xPk9w6UKT5U7x-3Hp1LkBf2ZhyZxonjPqP2Xvu_dHDOeYiJ4gfWHXaCZKf2WEqrw-ehF2/s640/Screen+shot+2012-03-12+at+PM+12.04.19.png" width="640" /></a></div>
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<span class="Apple-style-span" style="font-size: x-small;">Credits: BDA Singapore</span></div>
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I know, I know, it`s transformer effect again :) Reason why I`m commenting is that I saw millions of different Transformer looking effects all over web.. but that was client wish and client is always right :)<br />
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Maya trasformation, more-less manual animation but I used Houdini to cut pieces equally since there are two objects, car and chili. When you cut them equally (same size and shape) it`s not very hard to assemble them. Special thanks to my VFX student Ka Hing Cheuk and guys from BDA Singapore.<br />
<iframe allowfullscreen="" frameborder="0" height="491" mozallowfullscreen="" src="http://player.vimeo.com/video/38346610?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com1tag:blogger.com,1999:blog-4611648259943477304.post-56014923754307273232012-01-30T14:01:00.000+08:002012-04-26T10:29:18.262+08:00Tornado - Maya fluids<div class="separator" style="clear: both; text-align: center;">
<a href="http://vfxfusion.blogspot.com/2012/01/tornado-maya-fluids.html"><img border="0" height="460" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic5N0FM8bLziu675sdhghhFOoaez9R2tf_YlqezeWwIpXXyCe6RMyg4Lx8JsGC-bd-3hDdqTMQNwWk1cvVwU-d35cryq6Nycr8ZwpinV9uDIHCfgqSWrUzV5UlKNmvyTG5F2IZrk91uDvm/s640/tornadoThumb.jpg" width="640" /></a></div>
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Maya fluids, tornado test using 6 emitters. Top part is purposely colored red which indicates sky level (another fluid container) developed with my vfx student Boon Siong.<br />
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Reason for using 6 separated emitters is to preserve details. Using singe emitter requires very high resolution. Volumed turbulence and Volume axis filed are controlling swirling.
<iframe allowfullscreen="" frameborder="0" height="491" mozallowfullscreen="" src="http://player.vimeo.com/video/35865803?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com29tag:blogger.com,1999:blog-4611648259943477304.post-65974756232387868682011-12-27T15:41:00.000+08:002013-04-28T17:35:57.955+08:00Sorcerer's apprentice Protective Force field<div class="separator" style="clear: both; text-align: center;">
<a href="http://vfxfusion.blogspot.com/2011/12/sorcerers-apprentice-protective-force.html"><img border="0" height="274" src="http://1.bp.blogspot.com/-ZjZjxtaBPwo/Tvlx9-CDd7I/AAAAAAAAACE/zR8qvITfrJM/s640/13076ffthesorcerersapprentice91.jpg" width="640" /></a></div>
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<span class="Apple-style-span" style="color: #666666; font-size: x-small;">Credit: Walt Disney Pictures</span></div>
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Inspired by scene from Sorcerer's apprentice when protective force field protects heros from deadly fire I designed fully procedural shield system, this time with various controls...</div>
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Basically it`s possible to control how much fire will deflect, spread etc. Particles are controlling shape. Controls are designed for animators so they can design specific look. I used spherical protective shape but it`s also possible to use any other shape. System if fully customizable to fit in any kind of pipeline since it`s possible to export particles to various packages like Maya or Houdini. Exported particles will be able to drive fluids like I published <a href="http://vfxfusion.blogspot.com/2011/12/avatar-last-airbender-fire-bending-case.html" target="_blank">here</a><br />
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<iframe allowfullscreen="" frameborder="0" height="491" mozallowfullscreen="" src="http://player.vimeo.com/video/34241708?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe><br />
<span style="color: yellow; font-size: x-small; text-align: center;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, </span><a href="http://www.vfxfusion.blogspot.sg/p/contact.html" style="font-size: small; text-align: center;">contact me</a><span style="color: yellow; font-size: x-small; text-align: center;"> personally.</span>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com15tag:blogger.com,1999:blog-4611648259943477304.post-90948582344609202052011-12-27T14:53:00.000+08:002014-05-05T10:44:56.642+08:00Procedural / Directable Shattering<div class="separator" style="clear: both; text-align: center;">
<a href="http://vfxfusion.blogspot.com/2011/12/procedural-directable-shattering.html"><img border="0" src="http://1.bp.blogspot.com/-OWXZ_vHZ6yU/TvltLP2nYbI/AAAAAAAAAB4/HMmbwn4uuk8/s640/Screen+shot+2011-12-27+at+PM+02.58.17.jpg" height="466" width="640" /></a></div>
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Thinking Particle system controls direction and velocity of explosion. Null is used to point/direct event...<br />
<a name='more'></a>Simple teapot is used just like a reference, it`s possible to be replaced with any kind of geometry, meaning, instead of heaving exploding teapot we could have shattering window or maybe part of the building. More-less same system is possible to build in Houdini as well, since TP and Houdini share similar philosophy.<br />
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<iframe allowfullscreen="" frameborder="0" height="491" mozallowfullscreen="" src="http://player.vimeo.com/video/34241406?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe><br />
<span style="color: yellow; font-size: x-small; text-align: center;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, </span><a href="http://www.vfxfusion.blogspot.sg/p/contact.html" style="font-size: small; text-align: center;">contact me</a><span style="color: yellow; font-size: x-small; text-align: center;"> personally.</span>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com7tag:blogger.com,1999:blog-4611648259943477304.post-90393526061500569712011-12-26T18:05:00.000+08:002014-05-05T10:43:56.786+08:00Ground Blast<div class="separator" style="clear: both; text-align: center;">
<a href="http://vfxfusion.blogspot.com/2011/12/ground-blast.html"><img border="0" src="http://4.bp.blogspot.com/-iWTRoWjWSjo/TvhFlskIV6I/AAAAAAAAABs/FR1o6dsFQOI/s640/el14.jpg" height="360" width="640" /></a></div>
One of older projects I did with my students Henry Heng and Francis Leong back in 2009. Originally everything was done in maya. This time I redesigned ground cracking elements using TP for max.<br />
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So it`s a combination of 3ds max procedural voronoi fracturing, using Volume breaker, including procedural frags activation at the same time. Rigid body solver is Physx. Big ground chunks and particles are exported in maya to drive fluids and another set of particles is used for a secondary debris (instanced geo.) Dust passes are maya fluids. Mental ray for rendering and Nuke for compositing. And here is small breakdown:</div>
<iframe allowfullscreen="" frameborder="0" height="491" mozallowfullscreen="" src="http://player.vimeo.com/video/34211849?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com2tag:blogger.com,1999:blog-4611648259943477304.post-40144340004918747872011-12-25T16:42:00.001+08:002013-04-28T17:36:38.857+08:00Tron:Legacy.:..::..digitizer..:..::. ;-]<div class="separator" style="clear: both; text-align: left;">
<a href="http://vfxfusion.blogspot.com/2011/12/tronlegacydigitizer.html"><img border="0" height="348" src="http://3.bp.blogspot.com/-JYWfMjzfgP8/TvbfiPiUE0I/AAAAAAAAABU/EAiYUOvSWRc/s640/Tron-disc-explosion_610x335.png" width="640" /></a></div>
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<span class="Apple-style-span" style="color: #444444;"><span class="Apple-style-span" style="font-size: xx-small;">A "Tron: Legacy" character getting "derezzed" while competing in the games--a gladiator-style arena game with fights to the death.</span></span></div>
<span class="Apple-style-span" style="color: #444444;"><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: xx-small; line-height: 13px;">(Credit: Disney). Source:cnet.com</span></span><br />
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Inspired by "Tron: Legacy" and Patrick Jean's "Pixels" I developed system to convert any shape into a</div>
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set of 3D pixels. I used max and pflow. Once shape becomes "digitized" using simple forces it`s easy to blow them away.<br />
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<iframe allowfullscreen="" frameborder="0" height="524" mozallowfullscreen="" src="http://player.vimeo.com/video/34184149?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe><br />
<span style="color: yellow; font-size: x-small; text-align: center;">This procedural simulation is digital asset, meaning it`s fully customisable and adaptable to almost any production pipeline. If you think this could be useful for your studio pipeline, </span><a href="http://www.vfxfusion.blogspot.sg/p/contact.html" style="font-size: small; text-align: center;">contact me</a><span style="color: yellow; font-size: x-small; text-align: center;"> personally.</span>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com8tag:blogger.com,1999:blog-4611648259943477304.post-54401561361106367742011-12-25T15:55:00.001+08:002012-04-26T10:37:07.261+08:00Fiat Punto Render - Breakdown<div class="separator" style="clear: both; text-align: left;">
<br /><a href="http://vfxfusion.blogspot.com/2011/12/fiat-punto-render-breakdown.html"><img border="0" height="508" src="http://4.bp.blogspot.com/-9yUL1iS5dVU/TvbT_R1ltxI/AAAAAAAAABI/BBC3KKbn_0Y/s640/43347_1293941575_large.jpg" width="640" /></a></div>
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Maya and Mental Ray used for lighting/shading and rendering. Nuke for compositing. Video shows<br />
rendered passes and some color correction used to develop look. Here is a breakdown:<br />
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<iframe allowfullscreen="" frameborder="0" height="491" mozallowfullscreen="" src="http://player.vimeo.com/video/34183914?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="655"></iframe>
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I used HDRI environment, mia_carpaint and mia material x passes.Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com4tag:blogger.com,1999:blog-4611648259943477304.post-20206009166361309862011-12-18T23:00:00.000+08:002012-04-26T10:38:08.873+08:00Avatar Last Airbender - Fire bending - Case Study<div style="text-align: center;">
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<a href="http://vfxfusion.blogspot.com/2011/12/avatar-last-airbender-fire-bending-case.html"><img border="0" height="345" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheTkc2xw2DVGFXekk381zuT-SW5wYCYdEU1QuqmHyQ8yS1gp256AeLLlbsV5rG57NRT4LdwHm0uSspAkec6SWKx6VRJWbctV3vgzFF5tG_XjF_7NUd8oc1gxEPDc8K4rEihn5_sj9DqJVo/s640/LA-FX-0175R%255B1%255D.jpg" width="640" /></a></div>
<span class="Apple-style-span" style="background-color: black; color: white;"> ..."<span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;"><b style="border-bottom-width: 0px; border-color: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; font-style: inherit; font-weight: bold; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">Firebending</b></span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">, on</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">e of the four elemental</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;"> </span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">bending arts</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">, is the pyrokinetic ability to create and control fire. The people of the</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;"> </span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">Fire Nation</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">, as well as the lesser known</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;"> </span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">Sun Warriors</span><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">, practise this type of bending..."Similar, if </span></span><br />
<a name='more'></a><span class="Apple-style-span" style="background-color: black; color: white;"><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">not same effect is possible to achieve using particle driven fluids with Maya or with FumeFx using Max and here is test render using particles and Maya fluids</span></span><br />
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<iframe allowfullscreen="" frameborder="0" height="435" mozallowfullscreen="" src="http://player.vimeo.com/video/33853599?title=0&byline=0&portrait=0&loop=1" webkitallowfullscreen="" width="700"></iframe></span><br />
<span class="Apple-style-span" style="background-color: black; color: white;"><span class="Apple-style-span" style="font-family: Helvetica, Arial, sans-serif; font-size: 13px; line-height: 23px;">Using similar method it is possible to "bend" water as well, but in that case particles are meshed together, also possible in Maya or using Real Flow.</span></span>Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com2tag:blogger.com,1999:blog-4611648259943477304.post-38190219399976857302011-12-13T23:40:00.002+08:002014-03-28T11:30:15.016+08:00Making Of Hope<div style="text-align: center;">
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Here are some renders that I liked and that I wanted to achieve:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6klkkdfpLlQ06tTzaM59IC0cSiViULo1-_7AbJ7zk0Y-hBFsZBnPISHAHxfbdpXWRxSfqSCmMHA35GKfUscCIV4eliJmVpH9P9f_Mq8jKHG9TRtRSA2NK-GvulRHwRQoXi0qPORhtvqDB/s1600/wall-e-ratskinnerscooter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6klkkdfpLlQ06tTzaM59IC0cSiViULo1-_7AbJ7zk0Y-hBFsZBnPISHAHxfbdpXWRxSfqSCmMHA35GKfUscCIV4eliJmVpH9P9f_Mq8jKHG9TRtRSA2NK-GvulRHwRQoXi0qPORhtvqDB/s1600/wall-e-ratskinnerscooter.jpg" height="328" width="640" /></a></div>
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<span style="font-size: xx-small;">Credits: Pixar "Wall-e" / Disney</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcO2h2wKqzTv6xsKoZHgETp5bJsGKa-C5VKJRaym6vtN-OObFSmZWbdEM959dFeesgxyZLdWwjYw5K9y3oz8YP-AFMvsmmAfwPu5wqsCIMolFSo7e9Y67WXcnl0MzW-woKzeVkuM07aCeV/s1600/toystory3-36.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcO2h2wKqzTv6xsKoZHgETp5bJsGKa-C5VKJRaym6vtN-OObFSmZWbdEM959dFeesgxyZLdWwjYw5K9y3oz8YP-AFMvsmmAfwPu5wqsCIMolFSo7e9Y67WXcnl0MzW-woKzeVkuM07aCeV/s1600/toystory3-36.jpg" height="358" width="640" /></a></div>
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<span style="font-size: xx-small;">Credits: Pixar "Toy Story 3" / Disney</span></div>
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All those renders required insane amount of geometry. My approach was to combine Rigid Body sims and particle instancing. After resolving technical part I had another issue - image composition and amount of details. Details were overpowering character, in my case that was a tree</div>
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<span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;"><a href="http://vfxfusion.blogspot.sg/2011/12/making-of-hope.html"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqIKzXJv0nLL9I7FP3QoDjMkk-z8jOlT2phwWFke2pDAbAS6Kzc5XUxAY3Lv3L-VM9T-xi5KQmN7Xe-liP7AwP_mKjBkCpIG9Jlm-VQdRZ0YREAdiTEY_aIl9KR3fkJtFntgnQW0gqZ9ap/s1600/fortreesmall.jpg" /></a></span></div>
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<span class="Apple-style-span" style="border-collapse: collapse; color: #dddddd; font-family: Arial, Helvetica, sans-serif; line-height: 20px;">This was first render. Red box was just a place holder and it will be replaced with a tree</span></div>
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<span class="Apple-style-span" style="color: white; font-family: Arial, Helvetica, sans-serif;">but when I replaced box with a tree, tree was completely "lost"</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipvpg8CavrtL2fySMqsnAo2-nAjRSh7YCk_IaJ97hKgIM3sicRAEwk5-9BCNipb2agpj4eFu72ZLcxjfrcUY3XocMt8Kq-4CC0p9iXFgoBXCpv_b-snGFi4z5KlOKGVSCj5GnaU6V6TJeP/s1600/hope2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipvpg8CavrtL2fySMqsnAo2-nAjRSh7YCk_IaJ97hKgIM3sicRAEwk5-9BCNipb2agpj4eFu72ZLcxjfrcUY3XocMt8Kq-4CC0p9iXFgoBXCpv_b-snGFi4z5KlOKGVSCj5GnaU6V6TJeP/s1600/hope2.jpg" /></span></a></div>
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<span class="Apple-style-span" style="color: white; font-family: Arial, Helvetica, sans-serif;">Solution was to change angle so the tree could stand out more. </span></div>
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<span class="Apple-style-span" style="color: white; font-family: Arial, Helvetica, sans-serif;">Hope, this explains my workflow better. thanks for your comments. </span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpn3NSD5J87f_COimjFof2sTwEievqUGYFFH0Gn3395_uVViXsuIymuuPT1-Xbo3exni0NnjdQuOIrn7nyphgmnvwNsV9dHdaxvwkVDAa1OU_bMfafVfLdsBF-pKx1OG7VgXi9HOCycbyX/s1600/hope322ao.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span class="Apple-style-span" style="font-family: Arial, Helvetica, sans-serif;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpn3NSD5J87f_COimjFof2sTwEievqUGYFFH0Gn3395_uVViXsuIymuuPT1-Xbo3exni0NnjdQuOIrn7nyphgmnvwNsV9dHdaxvwkVDAa1OU_bMfafVfLdsBF-pKx1OG7VgXi9HOCycbyX/s640/hope322ao.jpg" height="320" width="640" /></span></a></div>
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<span class="Apple-style-span" style="color: white; font-family: Arial, Helvetica, sans-serif;">and here here is a wider angle</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhamK3dxWm5zmNnj7Y-UKMi07afJUxCzd_12qI1JBsLJRvR4_daIPDnMoM9P1FqEG4XpLD6iUtchEzTNGmjva6crHg1hpusQHF-Tk7LQg76n7K6TWrQFibngaqB9ppGrJUexS13JhbNO68d/s1600/notree.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhamK3dxWm5zmNnj7Y-UKMi07afJUxCzd_12qI1JBsLJRvR4_daIPDnMoM9P1FqEG4XpLD6iUtchEzTNGmjva6crHg1hpusQHF-Tk7LQg76n7K6TWrQFibngaqB9ppGrJUexS13JhbNO68d/s640/notree.jpg" height="426" width="640" /></a></div>
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Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com2tag:blogger.com,1999:blog-4611648259943477304.post-68206103643556739992011-12-13T23:36:00.000+08:002019-01-21T18:26:22.706+08:00Effects Animation - Hope<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdowQrmc_HwqAgAm0CtaL43Xyf03pS-zvpjd-2sfCn6pNEk7WmWElxHGud0XGJrA7BhANGar5g9T05RXsEtN86MygJr1DSqoP1WYWB-nxaGCLMNx5d7NptWq0aYV_Hq5S0lLOq-e_7tv4d/s1600/milohas3dee-hope-1-f0691897-ebw7.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="800" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdowQrmc_HwqAgAm0CtaL43Xyf03pS-zvpjd-2sfCn6pNEk7WmWElxHGud0XGJrA7BhANGar5g9T05RXsEtN86MygJr1DSqoP1WYWB-nxaGCLMNx5d7NptWq0aYV_Hq5S0lLOq-e_7tv4d/s640/milohas3dee-hope-1-f0691897-ebw7.jpeg" width="640" /></a></div>
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<span class="Apple-style-span" style="background-color: black; font-family: "arial" , "helvetica" , sans-serif;">Inspired by 2012, Inception, Wall-e and Toy Story 3, movies with a massive poly count scenes I tried to create something similar. At the same time piece should have a meaning or message. Basically, scene shows a moment of massive </span><br />
<a name='more'></a><span class="Apple-style-span" style="background-color: black; font-family: "arial" , "helvetica" , sans-serif;">destruction after couple of years when a new hope is born. Scene has around 419 million polygons in total including micro displaced geometry. I used combination of Maya, Max and Houdini to model, texture, shatter, scatter and render. Render shows only part with a tree and that`s only 20% of a whole scene.</span></div>
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Borko Milohanovichttp://www.blogger.com/profile/11225051772566791769noreply@blogger.com3